Obsidian Entertainment's design director, Josh Sawyer, has redefined how difficulty is approached in role-playing games (RPGs). Instead of traditional difficulty settings, Sawyer concentrates on three player archetypes to enhance gameplay experiences.
Player Archetypes Defined
Sawyer identifies three broad player archetypes in RPGs: Explorer, Adventurer, and Survivalist. Explorers seek story-driven play with minimal repetition, appealing to players with time constraints. Adventurers represent typical RPG players who desire moderate challenges but not deep simulation. Survivalists, on the other hand, crave intricate mechanics and immersive challenges.
This classification aims to prioritize what different players seek from the experience rather than imposing a singular difficulty scale.
Granular Difficulty Options
While recognizing the resources required, Sawyer advocates for customizable difficulty options. He acknowledges the challenges in implementing full modding and granular options but considers them valuable for enhancing player satisfaction when feasible.
Sawyer explains that starting with detailed mechanics and allowing simplification—such as disabling bullet drop—caters to diverse player preferences. Providing these options ensures that players control their experiences, enhancing enjoyment across archetypes.
The Future of RPG Design
Prioritizing more adaptable difficulty settings aligns with current player expectations for personalization. This approach not only improves player engagement but also broadens the appeal of RPGs by accommodating varied player interests. Obsidian's new strategy under Sawyer's leadership may set a precedent in RPG design, emphasizing flexibility over a one-size-fits-all model.